Unity UI Drag and Drop Tutorial
Why Stack Overflow recommends it
Stack Overflow users link it as the tutorial they followed when building Unity UI drag and drop or inventory code, and cite it when asking how to extend or debug that code.
Recommended by 3 people across 3 different months, 2016 to 2019.
What it is
A 22-minute tutorial by Kiwasi Games that builds a drag and drop inventory system using the Unity 4.6 UI tools and the EventSystem interfaces such as IBeginDragHandler, IDragHandler and IDropHandler. The presenter walks through the code and provides source files, framing it as a base for inventory systems or other drag and drop needs.
What people said
Recommends molikayess · 2017-11 · Stack Overflow · on “Drag Handeler unreconized console Unity 2D”
I said it , i'm following tutorials , and in the tutorial , it works , and Unity reconized DragHandeler :/ That's the video i follow , and its at 13:58 [this video]
Recommends Lloyd · 2019-06 · Stack Overflow · on “How to end game automatically in Unity?”
I followed a tutorial on YouTube (available at this link [this video] ) to show how to drag/drop items in my game. Does anyone know how I could adapt the code to have the game automatically end or change scene when all tiles have been placed in the available slots? I'd also like to know if there's any way to restrict the user from dropping a tile onto a slot which has one on it already? This is all the source code I have already: Slots source code public class Slot : MonoBehaviour, IDropHandler { public GameObject item { get { if(transform.childCount>0){ return transform.GetChild (0).gameObject; } return null; } } #region IDropHandler implementation public void OnDrop (PointerEventData eventData)
Recommends DoctorPangloss · 2019-10 · Stack Overflow · on “How to selected multiple buttons with swipe input”
Use the EventSystem [LINK] and the appropriate callbacks. This is the modern way to do input for desktop and mobile in Unity3D. You will use a drag handler. Keep track of the UI elements you have dragged over, only adding one if it is different from the previous one each frame. This video has a good tutorial [this video] that still applies to today's EventSystem.
Cites Ghasem · 2016-07 · Stack Overflow · on “Does IDragHandler only works on canvas and UI items?”
I've followed an example [this video] about drag & drop items using UnityEngine.EventSystems and it works. using UnityEngine; using System.Collections; using UnityEngine.EventSystems; public class DragHandler : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler { public static GameObject itemBeingDragged; private Vector3 startPosition; private Transform startParent; public void OnBeginDrag(PointerEventData eventData) { itemBeingDragged = gameObject; startPosition = transform.position; startParent = transform.parent; GetComponent<CanvasGroup>().blocksRaycasts = false; } public void OnDrag(PointerEventData eventData) { transform.position = Input.mousePosition; } public void OnEndDrag(P
Cites Marko Taht · 2017-10 · Stack Overflow · on “Unity use UI panel in multiple different contexts”
I have a panel that has 3 subpanel: Equipment, Inventory, Item Description. Now I created the new panel that will have 2 subpanel: Shop, Inventory. Is there a way to use the same Inventory sub panel in both of the main panels? I could just duplicate every action that happens with inventory to both of the panels. But it seems wrong. I think there should be a way to use the same panel in both of the situations(In store and out of the store); The inventory panel is using the EventSystem, that allows easily to create Drag n Drop items in inventory. So duplicating it for both of the views creates a difficult scenario where when I drag the item out of the inventory of one panel it also needs to di
Cites Ben I. · 2019-08 · Stack Overflow · on “GameObject disappears during OnDrag”
I have an inventory system based largely on this tutorial [this video] that I am currently in the process of modifying. OnBeginDrag and OnEndDrag work as expected, but OnDrag , though continuously updating the position of the item, does not display the item. It disappears during OnDrag , and reappears once it has been dropped in its new slot. Here is my hierarchy: [LINK] Of note are the two cameras. The DungeonGroup (and the DungeonUICanvas ) use DungeonCamera as far as I can tell. ( DungeonGroup was, until recently, a completely different Scene. The OnDrag worked as expected before I integrated the scenes, making me think that a camera issue could be the culprit.) Here is the code I am currently